RimWorld

RimWorld

RePower - Machine Idling and Power Rebalancing
48 Comments
Jirikisunta 25 Feb, 2022 @ 10:51am 
Necro-mod? Would love to use something like this if there's an update. Anyone else here found a similar mod that's being updated/supported?
labushul 7 Aug, 2021 @ 12:37am 
such a great point you make. why isn't this mod getting more attention?
WaterReloaded 21 May, 2021 @ 11:06am 
Nice mod, but please add a version to it, so it shows as compatible with 1.2
MrAdventure 19 Mar, 2020 @ 9:06pm 
looks like there was a typo ('defs' should be 'Defs')

https://gist.github.com/9fcbceb24d858c1580e2308816c7c159
LiquidFoqs 12 Nov, 2018 @ 6:01am 
Why Misaka.
jastro 12 Dec, 2017 @ 8:13pm 
B18
Rainbow 24 Nov, 2017 @ 6:25am 
It would be great if someone upload it on steam too when its updated.
Telekom 19 Nov, 2017 @ 10:25am 
For anyone now looking for an A18 version of this mod too, keep having a look at the same thread I posted before https://ludeon.com/forums/index.php?topic=30734.60 . Hopefully someone will review the code and update it soon.
Hobi 18 Nov, 2017 @ 10:00pm 
@andypu There was a new link for v17, but after that it is abandoned officially.
Rainbow 2 Nov, 2017 @ 11:21am 
The attachment was deleted due to age. guess the mod has been abandoned.
Telekom 13 Sep, 2017 @ 1:49pm 
For people looking for an A17 update, I've no idea where the f*ck Texel has gone, but someone has released an updated version in the forums. https://ludeon.com/forums/index.php?topic=30734.msg347058#msg347058 (Note: you must be logged in/registered to download the attachment on the post), it'll download as a .rar file so you'll need WinRAR or something to unpackage it so you can install it.
onidlorah 7 Jun, 2017 @ 3:57pm 
pls update this must have mod :D
Hobi 4 Jun, 2017 @ 8:46pm 
There are A17 patch in the forum.
Hopefully Texel get this updated too. Maybe littlebit more balanced version than this.
kyle413 3 Jun, 2017 @ 11:06am 
Can we expect an update to A17? I don't even understand why this mod is not part of the game now((( Makes the game far more real.
D Λ Я B Ц П D 27 May, 2017 @ 5:59pm 
update pls
Telekom 27 May, 2017 @ 4:14pm 
Hi @Texel, any update on when this will be updated for A17? Very useful mod!
ViRuS 14 Apr, 2017 @ 2:14pm 
So i'm messing around adding some other things to work with repower, and had a question to make sure i understand and do it properly. For things like turrets and SAL Autocrafters, which don't have someone interact, and aren't workbenches, do i simply just make both poweredWorkbench and poweredReservable to false since they're neither. I'm not sure if it requires one of them to be true to function properly, or if thats a legit option.
тетеря, блин 22 Feb, 2017 @ 12:18pm 
Texel, have you considered the options I suggested below? I don't want it to look pushy, but you saw those people who deem the default numbers unfair. Probably, it is really the way to solve this problem – to make some kind of connection with current difficulty, default power-draw values or… you can even get all the values out of dll to a simple xml like you did with compatibility patches, so anyone could choose the preset he wants or to correct it by himself. You are the one to decide, but, personally I'd rather like to see the formula-dependent version of your beautiful mod.
Gariba 22 Feb, 2017 @ 9:37am 
Yes, but only in the case of crafting workbenches, right? If I wanted, say, a fueled vitals monitor, it would constantly burn fuel, even when the connected bed is empty.
Texel  [author] 22 Feb, 2017 @ 2:22am 
@Gariba
Fueled workbenches only burn fuel when active already, as in vanilla. :)
Texel  [author] 22 Feb, 2017 @ 2:21am 
@Lance Jack

First, it's not supposed to be simply machine idling (In which It'd be 10W/350W active), instead this mod is supposed to increase the requirements of active machines. If it's worth it depends on a number of factors:

Is my kicthen in use more than 35% of the time?
How fast do my chefs prepare meals? More skilled chefs work faster
How long is my colonist actually working at a station?

Assuming you're not using the workbench more than 1/3rd of the time, (For some workbenches, 1/4th) of the time, this mod will reduce your power consumption.
Gariba 21 Feb, 2017 @ 5:41pm 
I'm not sure how to ask this without sounding demanding.
Would it be possible for you to implement this for fuel? Or make it so when not in use the building is effectively disabled (and thus ceasing fuel consumption)?
Thanos the Mad Titan 21 Feb, 2017 @ 5:17pm 
Is this mod even worth it? 1000W just for my stove? its at 350W normally (Not sure if its due to a mod or not, don't have any mods for power consumption) thats taking away half of my battery when active.
тетеря, блин 20 Feb, 2017 @ 7:38pm 
I suggest you to publish your mod here, so it could be maintained by the game developers:

https://ludeon.com/forums/index.php?topic=29505.0

the idea seems very reasonable to me.
тетеря, блин 19 Feb, 2017 @ 11:47am 
roccov55 means this:

https://ludeon.com/forums/index.php?topic=27962.msg313132#msg313132

I thought it should be mentioned somehow in the community, even though there's no download link for this moment. sorry for that.
Texel  [author] 19 Feb, 2017 @ 11:22am 
@Roccov55 (Ludeon Link)
I've avoided making a Ludeon post for the mod up to now because it's another place to keep up to date, if the mod remains unchanged for a few days I'll setup a post.
Texel  [author] 19 Feb, 2017 @ 11:21am 
@Roccov55

Rimworld's normal behaviour for lack of power will apply:
Annie sits at the workbench, turning it's power requirement to a higher level. If the network is now in deficit with no stored charge, the game will then semi-randomly tick through all objects on network and power them off until the network is in balance. The objects that desire power are put into a queue and will attempt to turn themselves on if there is power in the network.

Stuff randomly will turn off to balance the network. If the bench is selected to turn off, the colonist will cancel working on it and the bench will shut off. While this could loop with the colonist getting on and off the bench, the delay for turning back on and off is long enough the colonist should start another task. Otherwise, you may be short some lights while your colonist toils away.

TLDR; Stuff will randomly shutoff until it balances. If the bench shuts off, your colonist will start another task before hitting the bench again.
Rock5 19 Feb, 2017 @ 10:52am 
A couple of points:

Note that non steam users can't download this mod. That's one of the worst features of steam I think. So a download at Ludeon would help. Not just a link to here.

I was just wondering, how does it handle if there is not enough power for something to run? Example: Annie sees a job at a workbench that needs doing. The workbench is running so she head ever. But when she tries to turn on the machine there isn't enough power.
тетеря, блин 19 Feb, 2017 @ 9:41am 
the last one peso from me: it would be profitable to provide an option for compatibility patches that takes the default power variable of an item and makes a gap automatically. one more expample, <defaultPower>1</defaultPower> could devide the defaults by X (10?) for lows and doubles (Z) it for highs; <lowPower> and <highPower> are ignored in this case. I see it usable because patchmaker is disengaged of the overall balance, so he doesn't even need to know how much power was required orinigally. Those X and Z, by the way, are variablies to connect with the difficulty, according to my previous post.
тетеря, блин 19 Feb, 2017 @ 7:38am 
probably, it would be also comfortable to have some built-in formula that regulates the difference between low and high power usage and some variable to change vie HugsLib. for example, someone would say that low defaults are too easy to play and high defaults are not realistic, so we change some number in menu and lower values go up while higher values goes down (1:1 or not). thanks a lot for modular support, it's damn essential.
тетеря, блин 19 Feb, 2017 @ 7:33am 
omg, it's great. I believe you should definitely publish it it on Ludeon forums.

as I already said before, it would be also nice to have a difficult dependancy; say «base builder» = power × 1, «rough» = power × 1.2 … «insane» = power × 3.
Texel  [author] 19 Feb, 2017 @ 4:37am 
@July@5AM
I am literally finalizing the update for mod support files right now, as you posted that.
тетеря, блин 19 Feb, 2017 @ 4:37am 
>> (Say, power requirements decrease while no targets?)

sounds nice, but be sure that it wouldn't make a gameplay too easy. it would be great to have controls in HugsLib and/or even difficult dependancies.

Have you checked those mods I mentioned? They are pretty popular; players won't have a balance without patches.
Deus 19 Feb, 2017 @ 12:04am 
that is what i was thinking about, but now i had though about it prob wouldn't make sense
Texel  [author] 18 Feb, 2017 @ 10:07pm 
@Deus Vult

No, I hadn't considered them when making it. Should it? How would that work? (Say, power requirements decrease while no targets?)
Deus 18 Feb, 2017 @ 10:04pm 
does it affect sentry guns?
Adventurer 18 Feb, 2017 @ 8:36pm 
Is this like the functionality that "CCL - Vanilla Tweaks" mod would add where objects draw less power when not in use? It appears so, although you went for balancing the behavior by increasing power usage when in use. An interesting choice; I will keep my eye on this. Hopefully, you will be able to have it check xml files in the future.
Texel  [author] 18 Feb, 2017 @ 5:23pm 
@Zack Wester
The mod changes no defs, and should be compatiable with any mod that *doesn't* override obscure worktable functions or viewing art.
Therefore, it should be compatiable with the vegi garden mod, though worktables added by other mods may not be affected.
Zack Wester 18 Feb, 2017 @ 3:40am 
so does this work whit vedgi garden and all that?
тетеря, блин 16 Feb, 2017 @ 10:24pm 
They aren't mine and for some reason there's only a15 version's source available, but here:

—  https://github.com/notfood/RimWorld-Miniaturisation/blob/master/Source/MiniaturisationDef.cs

Even though it's not the freshiest one, but I guess you can get the idea. It checks the xmls this way:

<Defs>
<Miniaturisation.MiniaturisationDef>
<defName>%ANY_UNIQUE_DEF%</defName>
<requiredMod>%MOD_THAT_INCLUDES_STUFF%</requiredMod>
<targetsDefNames>
<li>%STUFF_WE_ARE_DEALING_WITH_1%</li>
<li>%STUFF_WE_ARE_DEALING_WITH_2_and_so_on%</li>
</targetsDefNames>
</Miniaturisation.MiniaturisationDef>
</Defs>


One xml per mod. If some mods are not installed, they're ignored. Huge capacity for patches.
Texel  [author] 16 Feb, 2017 @ 10:02pm 
@July@5am:
At the moment it was purely DLL because I had to treat prettymuch every item that it can detect seperately. I did, however, expose all the methods to register new objects in the mod, and the source is included.

For mod elements like worktables, it'd only be a couple of lines, however many of the other elements, like autodoors, drills, and televisions, took custom solutions for each.

If you have any particular mods you'd like it to work with, I can shove in a bunch of extra defnames into the dll for compatability, otherwise I may have a look at those sources you provided.
тетеря, блин 16 Feb, 2017 @ 9:37pm 
damn good idea, but it's too bad that everything is built into the dll. it is vital for community to be able to patch other mods. is it possible to make it check some outer txt/xml for defs to mod? miniaturisation is the good example and it has sources:

https://ludeon.com/forums/index.php?topic=22763.0
тетеря, блин 16 Feb, 2017 @ 7:15pm 
should be vanilla.
Virusbomb 16 Feb, 2017 @ 6:12pm 
Looks awesome, hope compatability patches get added for other mods soon too.
クデアザ 16 Feb, 2017 @ 8:36am 
Oh! I like it! This will reduce a lot o microing that I had to do with turning workbenches on and off. Thanks!
StopGamer 16 Feb, 2017 @ 8:30am 
I like it. Seems very natural. AS I see it will be easier at beginning when you have a lot of idle time and harder on late game with fulltime jobs using benches. Also this stimulate to work on day and now daytime is mater)
Downy 16 Feb, 2017 @ 4:06am 
sound wierd but i will try! Thanks for the mod